shader_type canvas_item;

uniform float curve = 10.0;


void fragment() {
        COLOR = texture(TEXTURE, UV);
        float x = abs(UV.x - 0.5) * 2.0;
        float y = abs(UV.y - 0.5) * 2.0;
        COLOR.a = float(pow(x, curve) + pow(y, curve) < 1.0);
}
